There’s a lot of interesting plants in Dark Souls. There’s a lot of Dark Souls.
An interesting thing about this scene: I’m pretty sure there are more polygons in the grass and flowers on this screen than there are in the rocks and tombstones. The terrain and player character probably outpace both those categories by a large margin, but the high-economy strategies for foliage that most games employ seem to be muted. The techniques are the same - lots of quads with alpha-clipped textures - but the final polygon budgets are not as ruthless as they could be.